AAA-Resolver

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AAA-Resolver
Hey guys can someone make better resolver for me from this code?I am learning c++ right now buckyss c++ tutorial #26.
Ty.

Code:
// Cheeki Breeki
#include "Interfaces.h"
#include "Menu.h"

// YoNigo
// Plis
void FixY(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
	static Vector vLast[65];
	static bool bShotLastTime[65];
	static bool bJitterFix[65];

	float *flPitch = (float*)((DWORD)pOut - 4);
	float flYaw = pData->m_Value.m_Float;
	bool bHasAA;
	bool bSpinbot;

	if (Menu::Window.RageBotTab.AccuracyAngleFix.GetState())
	{
		bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
		bSpinbot = false;

		if (!bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
			&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f) && !bHasAA)
		{
			flYaw = vLast[((IClientEntity*)(pStruct))->GetIndex()].y;
			bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
		}
		else
		{
			if (bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
				&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f))
			{
				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
				bSpinbot = true;
			}
			else
			{
				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = false;
			}
		}

		vLast[((IClientEntity*)(pStruct))->GetIndex()].y = flYaw;


		bool bTmp = bJitterFix[((IClientEntity*)(pStruct))->GetIndex()];

		bJitterFix[((IClientEntity*)(pStruct))->GetIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);

		if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
		{
			flYaw += 359.0f;
		}
	}

	*(float*)(pOut) = flYaw;
}

// Simple fix for Fake-Down
void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut)
{
	float* ang = (float*)pOut;
	*ang = pData->m_Value.m_Float;

	if (!Menu::Window.RageBotTab.AccuracyAngleFix.GetState()) return;

	if (pData->m_Value.m_Float > 180.0f)
		*ang -= 360.0f;
	else if (pData->m_Value.m_Float < -180.0f)
		*ang += 360.0f;

	if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
		*ang -= 90.0f;
	else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
		*ang += 90.0f;
}



RecvVarProxyFn oRecvnModelIndex;

void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
{
	// Get the knife view model id's
	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");

	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");

	// Get local player (just to stop replacing spectators knifes)
	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
	if (Menu::Window.SkinchangerTab.SkinEnable.GetState() && pLocal)
	{
		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
		if (pLocal->IsAlive() && (
			pData->m_Value.m_Int == default_t ||
			pData->m_Value.m_Int == default_ct ||
			pData->m_Value.m_Int == iBayonet ||
			pData->m_Value.m_Int == iButterfly ||
			pData->m_Value.m_Int == iFlip ||
			pData->m_Value.m_Int == iGunGame ||
			pData->m_Value.m_Int == iGut ||
			pData->m_Value.m_Int == iKarambit ||
			pData->m_Value.m_Int == iM9Bayonet ||
			pData->m_Value.m_Int == iHuntsman ||
			pData->m_Value.m_Int == iFalchion ||
			pData->m_Value.m_Int == iDagger ||
			pData->m_Value.m_Int == iBowie))
		{
			// Set whatever knife we want
			if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 0)
				pData->m_Value.m_Int = iBayonet;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 1)
				pData->m_Value.m_Int = iBowie;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 2)
				pData->m_Value.m_Int = iButterfly;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 3)
				pData->m_Value.m_Int = iFalchion;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 4)
				pData->m_Value.m_Int = iFlip;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 5)
				pData->m_Value.m_Int = iGut;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 6)
				pData->m_Value.m_Int = iHuntsman;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 7)
				pData->m_Value.m_Int = iKarambit;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 8)
				pData->m_Value.m_Int = iM9Bayonet;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 9)
				pData->m_Value.m_Int = iDagger;
		}
	}

	// Carry on the to original proxy
	oRecvnModelIndex(pData, pStruct, pOut);
}

void ApplyAAAHooks()
{
	ClientClass *pClass = Interfaces::Client->GetAllClasses();
	while (pClass)
	{
		const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
		if (!strcmp(pszName, "DT_CSPlayer"))
		{
			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
			{
				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
				const char *name = pProp->m_pVarName;

				// Pitch Fix
				if (!strcmp(name, "m_angEyeAngles[0]"))
				{
					pProp->m_ProxyFn = FixX;
				}

				// Yaw Fix
				if (!strcmp(name, "m_angEyeAngles[1]"))
				{
					//Utilities::Log("Yaw Fix Applied");
					pProp->m_ProxyFn = FixY;
				}
			}
		}
		else if (!strcmp(pszName, "DT_BaseViewModel"))
		{
			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
			{
				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
				const char *name = pProp->m_pVarName;

				// Knives
				if (!strcmp(name, "m_nModelIndex"))
				{
					oRecvnModelIndex = (RecvVarProxyFn)pProp->m_ProxyFn;
					pProp->m_ProxyFn = Hooked_RecvProxy_Viewmodel;
				}
			}
		}
		pClass = pClass->m_pNext;
	}
}
Quote Originally Posted by KingJsi123 View Post
Hey guys can someone make better resolver for me from this code?I am learning c++ right now buckyss c++ tutorial #26.
Ty.

Code:
// Cheeki Breeki
#include "Interfaces.h"
#include "Menu.h"

// YoNigo
// Plis
void FixY(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
	static Vector vLast[65];
	static bool bShotLastTime[65];
	static bool bJitterFix[65];

	float *flPitch = (float*)((DWORD)pOut - 4);
	float flYaw = pData->m_Value.m_Float;
	bool bHasAA;
	bool bSpinbot;

	if (Menu::Window.RageBotTab.AccuracyAngleFix.GetState())
	{
		bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
		bSpinbot = false;

		if (!bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
			&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f) && !bHasAA)
		{
			flYaw = vLast[((IClientEntity*)(pStruct))->GetIndex()].y;
			bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
		}
		else
		{
			if (bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
				&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f))
			{
				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
				bSpinbot = true;
			}
			else
			{
				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = false;
			}
		}

		vLast[((IClientEntity*)(pStruct))->GetIndex()].y = flYaw;


		bool bTmp = bJitterFix[((IClientEntity*)(pStruct))->GetIndex()];

		bJitterFix[((IClientEntity*)(pStruct))->GetIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);

		if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
		{
			flYaw += 359.0f;
		}
	}

	*(float*)(pOut) = flYaw;
}

// Simple fix for Fake-Down
void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut)
{
	float* ang = (float*)pOut;
	*ang = pData->m_Value.m_Float;

	if (!Menu::Window.RageBotTab.AccuracyAngleFix.GetState()) return;

	if (pData->m_Value.m_Float > 180.0f)
		*ang -= 360.0f;
	else if (pData->m_Value.m_Float < -180.0f)
		*ang += 360.0f;

	if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
		*ang -= 90.0f;
	else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
		*ang += 90.0f;
}



RecvVarProxyFn oRecvnModelIndex;

void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
{
	// Get the knife view model id's
	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");

	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");

	// Get local player (just to stop replacing spectators knifes)
	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
	if (Menu::Window.SkinchangerTab.SkinEnable.GetState() && pLocal)
	{
		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
		if (pLocal->IsAlive() && (
			pData->m_Value.m_Int == default_t ||
			pData->m_Value.m_Int == default_ct ||
			pData->m_Value.m_Int == iBayonet ||
			pData->m_Value.m_Int == iButterfly ||
			pData->m_Value.m_Int == iFlip ||
			pData->m_Value.m_Int == iGunGame ||
			pData->m_Value.m_Int == iGut ||
			pData->m_Value.m_Int == iKarambit ||
			pData->m_Value.m_Int == iM9Bayonet ||
			pData->m_Value.m_Int == iHuntsman ||
			pData->m_Value.m_Int == iFalchion ||
			pData->m_Value.m_Int == iDagger ||
			pData->m_Value.m_Int == iBowie))
		{
			// Set whatever knife we want
			if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 0)
				pData->m_Value.m_Int = iBayonet;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 1)
				pData->m_Value.m_Int = iBowie;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 2)
				pData->m_Value.m_Int = iButterfly;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 3)
				pData->m_Value.m_Int = iFalchion;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 4)
				pData->m_Value.m_Int = iFlip;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 5)
				pData->m_Value.m_Int = iGut;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 6)
				pData->m_Value.m_Int = iHuntsman;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 7)
				pData->m_Value.m_Int = iKarambit;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 8)
				pData->m_Value.m_Int = iM9Bayonet;
			else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 9)
				pData->m_Value.m_Int = iDagger;
		}
	}

	// Carry on the to original proxy
	oRecvnModelIndex(pData, pStruct, pOut);
}

void ApplyAAAHooks()
{
	ClientClass *pClass = Interfaces::Client->GetAllClasses();
	while (pClass)
	{
		const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
		if (!strcmp(pszName, "DT_CSPlayer"))
		{
			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
			{
				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
				const char *name = pProp->m_pVarName;

				// Pitch Fix
				if (!strcmp(name, "m_angEyeAngles[0]"))
				{
					pProp->m_ProxyFn = FixX;
				}

				// Yaw Fix
				if (!strcmp(name, "m_angEyeAngles[1]"))
				{
					//Utilities::Log("Yaw Fix Applied");
					pProp->m_ProxyFn = FixY;
				}
			}
		}
		else if (!strcmp(pszName, "DT_BaseViewModel"))
		{
			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
			{
				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
				const char *name = pProp->m_pVarName;

				// Knives
				if (!strcmp(name, "m_nModelIndex"))
				{
					oRecvnModelIndex = (RecvVarProxyFn)pProp->m_ProxyFn;
					pProp->m_ProxyFn = Hooked_RecvProxy_Viewmodel;
				}
			}
		}
		pClass = pClass->m_pNext;
	}
}
I dont think anyone will give you any resolver code. And AAA = resolver.
Asking for a resolver. shows Ayyware source code didn't even change a single line. <3 Mpgh
Netvar proxies are shit. You should be doing all your resolving in Framestage(finding out the frame should be immediately apparent)

You can see a surprisingly good "brute-force" FSN resolver in Dingosquad(Wouldn't try to learn from rest of the source)
Quote Originally Posted by ddddddz View Post
Netvar proxies are shit. You should be doing all your resolving in Framestage(finding out the frame should be immediately apparent)

You can see a surprisingly good "brute-force" FSN resolver in Dingosquad(Wouldn't try to learn from rest of the source)
Dingo has a pretty nice resolver imo

Try using LowerBodyYaw
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